Super Smash Bros. series

Intangibility: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:Intangibility.jpg|270px|thumb|{{SSB4|Kirby}} successfully avoiding a Teal Coupe in [[Onett]] with his [[sidestep]].]]
[[File:Intangibility.jpg|270px|thumb|{{SSB4|Kirby}} successfully avoiding a Teal Coupe in [[Onett]] with his [[spot dodge]].]]
'''Intangibility''' is a state in which characters will not be hit by attacks. This is different from [[invincibility]] because, instead of attacks' [[damage]] and [[knockback]] simply being canceled, it won't hit at all. For example, a projectile will travel right through them. Intangibility is often attributed to [[dodge]]s, [[tech]]s, edge-grabbing, [[get-up attacks and animations]], certain body parts during certain moves, and the start of a [[shield break]]. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends.
'''Intangibility''' is a state in which a hurtbox will not be hit by attacks at all. Intangibility should not be confused with [[invincibility]], as both are different mechanics with different effects.  


Intangibility's negative aspect is that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, possibly causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Mute City (SSBM)]], [[Port Town Aero Dive]] or [[Mute City SNES]]. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).
==Overview==
There are many ways to achieve intangibility. Many universal actions such as [[spot dodge]], roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific [[hitbox]]es. While a character is intangible, attacks will simply not affect them, as if they are not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and [[punish]] them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.
 
Intangibility does have a somewhat niche downside in that on the [[Planet Zebes]], [[Brinstar]], and [[Norfair]] [[stage]]s, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, causing an otherwise preventable [[KO]]. They may occasionally also be KO'd if they are standing on the track on [[Mute City (SSBM)]], [[Port Town Aero Dive]] or [[Mute City SNES]]. In ''Smash 4'', Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).


In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.
In ''[[Super Smash Bros. Melee]]''{{'}}s {{SSBM|debug menu}}, intangibility is displayed by affected [[hurtbox]]es changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in ''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training Mode]] via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.


==Examples==
While the differences are seemingly minor, intangibility is different from [[invincibility]]. Invincibility does cause [[hitlag]], but causes no damage or knockback.
 
==List of intangible attacks==
{{incomplete|Item intangibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented intangibility}}
{{incomplete|Item intangibility from past games, custom special moves, stage elements, and moves from past Smash Bros. games with undocumented intangibility}}
* Smash attacks in this table are not charged.
* Smash attacks in this table are not charged.
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|rowspan=7|All characters || [[Spot dodge]]/[[Roll]]/[[Air dodge]]<br>[[Edge]] grab<br>[[Tech]]s (Standard, Rolling, Wall, Ceiling)<br>[[Edge recovery]] actions (Climb, Attack, Roll, {{rollover|Jump|This method does not exist in ''Smash 64''|?}})<br>[[Floor recovery]] options (Get up, Roll, Attack)<br>[[Perfect shield]]|| rowspan=7|Entire body || rowspan=2|Varies ||
|rowspan=7|All characters || [[Spot dodge]]/[[Roll]]/[[Air dodge]]<br>[[Edge]] grab<br>[[Tech]]s (Standard, Rolling, Wall, Ceiling)<br>[[Edge recovery]] actions (Climb, Attack, Roll, {{rollover|Jump|This method does not exist in ''Smash 64''|?}})<br>[[Floor recovery]] options (Get up, Roll, Attack)<br>[[Perfect shield]]|| rowspan=7|Entire body || rowspan=2|Varies ||
|-
|-
|Shield break animation || *{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Lasts until the character lands and gets back up <br>*{{GameIcon|SSBB}} Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff.
|Shield break animation || *{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Lasts until the character lands and gets back up <br>*{{GameIcon|SSBB}} Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff. <br>*{{GameIcon|SSBU}} Shield break intangibility lasts for 300 frames.
|-
|-
|Shield jump || 1-2{{GameIcon|SSB}} ||
|Shield jump || 1-2{{GameIcon|SSB}} ||
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| [[Footstool jump]] || 9-12 (regular footstool), 1-4 (phantom footstool){{GameIcon|SSBU}} ||  
| [[Footstool jump]] || 9-12 (regular footstool), 1-4 (phantom footstool){{GameIcon|SSBU}} ||  
|-
|-
| rowspan=2| [[Banjo & Kazooie]] || Shield || Arms || 1-2{{GameIcon|SSBU}}|| *Activation
| rowspan=2| [[Banjo]] & [[Kazooie]] || Shield || Arms || 1-2{{GameIcon|SSBU}}|| *Activation
|-
|-
| [[Shock Spring Jump]] || Entire body || 15-17 (uncharged), 31-33 (fully charged){{GameIcon|SSBU}}||
| [[Shock Spring Jump]] || Entire body || 15-17 (uncharged), 31-33 (fully charged){{GameIcon|SSBU}}||
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|[[Reflector (Falco)| Reflector]] || Entire body|| 1{{GameIcon|SSBM}}||
|[[Reflector (Falco)| Reflector]] || Entire body|| 1{{GameIcon|SSBM}}||
|-
|-
|rowspan=3| [[Fox]] || Up smash || Head|| 1-9 {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}<br>1-10{{GameIcon|SSBB}}||
|rowspan=3| [[Fox]] || Up smash || Head|| 1-9 {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSB4}}<br>1-10{{GameIcon|SSBB}}|| *{{GameIcon|SSBM}} Snout is exposed
|-
|-
| Down smash || Legs || 1-6 {{GameIcon|SSB}}<br>6 {{GameIcon|SSBM}}<br>6-7 {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
| Down smash || Legs || 1-6 {{GameIcon|SSB}}<br>6 {{GameIcon|SSBM}}<br>6-7 {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
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|rowspan=2| [[Greninja]] || Shield || Arm || 3-5 {{GameIcon|SSBU}} || *Applies to the front-most arm
|rowspan=2| [[Greninja]] || Shield || Arm || 3-5 {{GameIcon|SSBU}} || *Applies to the front-most arm
|-
|-
|[[Substitute]]|| Entire body; head and foot || 7-34 (startup); 1-5 (activation); 1-56 (counterattack){{GameIcon|SSBU}}|| *After frame 17 of startup, intangibility occurs on its head and front-most foot
|[[Substitute]]|| Entire body; head and foot || 8-18 (startup); 1-9 (activation); 1-3 (counterattack){{GameIcon|SSB4}}<br>7-34 (startup); 1-5 (activation); 1-33 (counterattack){{GameIcon|SSBU}}|| *{{GameIcon|SSBU}} After frame 17 of startup, intangibility only occurs on its head and front-most foot *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
|-
|-
|rowspan=2|[[Hero]]|| |[[Command Selection|Kamikazee]]|| rowspan=2|Entire body|| 1-42{{GameIcon|SSBU}}||
|rowspan=2|[[Hero]]|| |[[Command Selection|Kamikazee]]|| rowspan=2|Entire body|| 1-42{{GameIcon|SSBU}}||
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|-
|-
|[[Rebel's Guard|Tetrakarn/Makarakarn]] || Entire body; head, arm|| 3-4 (startup); 1-8 (counterattack); 1-29 (reflection) {{GameIcon|SSBU}}|| *When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames
|[[Rebel's Guard|Tetrakarn/Makarakarn]] || Entire body; head, arm|| 3-4 (startup); 1-8 (counterattack); 1-29 (reflection) {{GameIcon|SSBU}}|| *When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames
|-
|rowspan=22|[[Kazuya]] || Forward Tilt || lower leg || 12-16 {{GameIcon|SSBU}}
|-
|Back tilt || Upper body; leg || 7-13 (upper body), 10-13 (leg) {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
|Up tilt || Upper body; arm || 4-10 (upper body; hit 1), 11-24 (upper body; hit 2), 25 & 26 (arm; hit 2) {{GameIcon|SSBU}} || *applies to the attacking arm
|-
|Down tilt || Entire body|| 13-15 {{GameIcon|SSBU}} ||
|-
|Up-forward tilt || Legs || 4-7 (entire legs), 8-16 (lower legs){{GameIcon|SSBU}}
|-
|Down-forward tilt || Leg || 8-11 (hit 1), 25-27 (hit 2) {{GameIcon|SSBU}} ||rowspan=2| *Applies to the attacking leg
|-
|Down-back tilt || Leg || 13-15 {{GameIcon|SSBU}}
|-
|Up-back tilt|| Legs || 7-17 (both legs), 18-21 (non-kicking leg) {{GameIcon|SSBU}}||
|-
|Crouch Attack|| Lower arm || 6-8 {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Forward crouch attack|| Entire body; leg; arm|| 5-14 (entire body), 15 & 16 (arm and leg), 17-19 (arm) || *Applies to right arm and leg
|-
|Back crouch attack|| Leg || 11-16 {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
|Uncrouching attack|| Upper body; arm || 2-6 (upper body), 13 & 14 (arm) {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Dash attack || Lower legs || 4-7 (both legs), 13-19 (non-kicking leg) {{GameIcon|SSBU}}||
|-
|Double dash attack || Leg || 7-15 {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
|Up smash || Arm || 12-17 {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Down smash || Arm || 17-19 {{GameIcon|SSBU}}|| *Applies to the attacking arm
|-
|Up aerial || Leg || 4-9 {{GameIcon|SSBU}}|| *Applies to the attacking leg
|-
| [[Crouch Dash]] ||Entire/upper body|| 1, 5-12 (upper body); 2-4 (entire body) {{GameIcon|SSBU}}||
|-
| [[Wind God Fist]] || Upper body; arm || 1-7 (upper body), 8-11 (arm) {{GameIcon|SSBU}}|| rowspan=2| *Applies to the attacking arm
|-
| Electric Wind God Fist || Entire/upper body; arm || 1-3 (upper body), 4-8 (entire body), 9-12 (arm) {{GameIcon|SSBU}}
|-
| [[Dragon Uppercut]] || Entire/upper body || 4 & 5, 12-19 (entire body); 1-3, 7-11, 20-22 (upper body)
|-
| [[Spinning Demon to Left Hook]] || Entire body|| 4-9 {{GameIcon|SSBU}}||
|-
|-
|rowspan=8|[[Ken]] || Neutral attack (held, close) || Upper body || 4-10 {{GameIcon|SSBU}}
|rowspan=8|[[Ken]] || Neutral attack (held, close) || Upper body || 4-10 {{GameIcon|SSBU}}
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|[[Tatsumaki Senpukyaku]] || 13-22 (ground, tapped); 13-42 (ground, held; midair){{GameIcon|SSBU}}|| *Applies to both standard and input versions<br>*Applies intangibility to the pivoting leg on the ground, and to the attacking leg in midair
|[[Tatsumaki Senpukyaku]] || 13-22 (ground, tapped); 13-42 (ground, held; midair){{GameIcon|SSBU}}|| *Applies to both standard and input versions<br>*Applies intangibility to the pivoting leg on the ground, and to the attacking leg in midair
|-
|-
|[[Shoryuken]]|| Entire body; arm|| 5 (standard){{GameIcon|SSBU}}<br>1-14 (input){{GameIcon|SSBU}}|| *When inputting, applies intangibility to the attacking arm on frames 1-3 and 7-14, and to the entire body on frames 4-6
|[[Shoryuken]]|| Entire body; arm|| 5 (standard), 4-6 (input), 1-14 (arm, input){{GameIcon|SSBU}}||  
|-
|-
|rowspan=3|[[King Dedede]]||Up tilt|| Entire body {{GameIcon|SSBB}}<br>Head and left arm {{GameIcon|SSB4}}{{GameIcon|SSBU}} || 7-8{{GameIcon|SSBB}}<br>9-15{{GameIcon|SSB4}}<br>7-13{{GameIcon|SSBU}} ||
|rowspan=3|[[King Dedede]]||Up tilt|| Entire body {{GameIcon|SSBB}}<br>Head and left arm {{GameIcon|SSB4}}{{GameIcon|SSBU}} || 7-8{{GameIcon|SSBB}}<br>9-15{{GameIcon|SSB4}}<br>7-13{{GameIcon|SSBU}} ||
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|rowspan=4|[[Little Mac]]||Shield||Right arm|| 3 {{GameIcon|SSBU}}||
|rowspan=4|[[Little Mac]]||Shield||Right arm|| 3 {{GameIcon|SSBU}}||
|-
|-
|[[Jolt Haymaker]] ||rowspan=3|Entire body|| 1-17{{GameIcon|SSBU}} || *After frame 3, applies intangibility to his lower body
|[[Jolt Haymaker]] ||rowspan=3|Entire body|| 1-4 (body), 5-14 (lower body){{GameIcon|SSB4}}<br>1-3 (body), 4-17 (lower body){{GameIcon|SSBU}} || **Only when used on the ground
|-
|-
|[[Rising Uppercut]]|| 1-3{{GameIcon|SSBU}}||
|[[Rising Uppercut]]|| 1-3{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
|-
|[[Slip Counter]]|| 4-5 (startup); 1-20 (counterattack)
|[[Slip Counter]]|| 5-6 (startup); 1-18 (counterattack){{GameIcon|SSB4}}<br>4-5 (startup); 1-20 (counterattack){{GameIcon|SSBU}}
|-
|-
|[[Lucario]]|| [[Double Team]] || Entire body || 6-35 (startup); 1-66 (ground counterattack), 1-58 (air counterattack),{{GameIcon|SSBB}}<br>5-39 (startup); 1-35 (counterattack), 40-68 (ground counterattack ending), 40-61 (air counterattack ending){{GameIcon|SSB4}}<br>4-13 (startup); 1-29 (counterattack){{GameIcon|SSBU}} ||  
|[[Lucario]]|| [[Double Team]] || Entire body || 6-35 (startup), 1-66 (ground counterattack), 1-58 (air counterattack),{{GameIcon|SSBB}}<br>5-39 (startup), 1-35 (counterattack), 40-68 (ground counterattack ending), 40-61 (air counterattack ending){{GameIcon|SSB4}}<br>4-13 (startup), 1-29 (counterattack){{GameIcon|SSBU}} ||  
|-
|-
|rowspan=2|[[Lucas]]|| Up smash || Head{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>Head and arms{{GameIcon|SSBU}}|| 15-29{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||  
|rowspan=2|[[Lucas]]|| Up smash || Head{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>Head and arms{{GameIcon|SSBU}}|| 15-29{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||  
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|[[PK Thunder]] || Entire body|| 1-17{{GameIcon|SSBB}}<br>1-9{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Applies to PK Thunder 2 only
|[[PK Thunder]] || Entire body|| 1-17{{GameIcon|SSBB}}<br>1-9{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Applies to PK Thunder 2 only
|-
|-
|rowspan=2|[[Lucina]]||[[Dolphin Slash]]|| rowspan=2|Entire body|| 4-5 (ground), 1-5 (air){{GameIcon|SSB4}}<br>4-5 {{GameIcon|SSBU}}||
|rowspan=2|[[Lucina]]||[[Dolphin Slash]]|| rowspan=2|Entire body|| 4-5 (ground), 1-5 (air){{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
|-
|[[Counter]]|| 5-6 (startup); 1-7 (counterattack){{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
|[[Counter]]|| 5-6 (startup); 1-7 (counterattack){{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
|-
|-
|rowspan=3| [[Luigi]] || Up smash || Head || 7-10{{GameIcon|SSB}}<br>9-11{{GameIcon|SSBM}}<br>9-13{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
|rowspan=3| [[Luigi]] || Up smash || Head || 7-10{{GameIcon|SSB}}<br>9-11{{GameIcon|SSBM}}<br>9-13{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} || *{{GameIcon|SSBB}}{{GameIcon|SSB4}}Nose is exposed
|-
|-
|[[Green Missile]] || rowspan=2|Entire body|| 18-22 (uncharged){{GameIcon|SSBB}}<br>18-22 (misfire){{GameIcon|SSB4}}<br>18-22 (uncharged/misfire){{GameIcon|SSBU}}|| *Occurs for the first 5 frames upon releasing the charge
|[[Green Missile]] || rowspan=2|Entire body|| 18-22 (normal){{GameIcon|SSBB}}<br>18-22 (misfire){{GameIcon|SSB4}}<br>18-22 (normal/misfire){{GameIcon|SSBU}}|| *Occurs for the first 5 frames upon releasing the charge
|-
|-
|[[Super Jump Punch]] || 2{{GameIcon|SSB}}<br>5-8{{GameIcon|SSBM}}<br>6-8{{GameIcon|SSBB}}<br>8-10 (ground), 6-8 (midair){{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
|[[Super Jump Punch]] || 2{{GameIcon|SSB}}<br>5-8{{GameIcon|SSBM}}<br>6-8{{GameIcon|SSBB}}<br>8-10 (ground), 6-8 (midair){{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
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|[[Super Jump Punch]]|| Entire body|| 2-5{{GameIcon|SSB}}<br>3-6 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} ||  
|[[Super Jump Punch]]|| Entire body|| 2-5{{GameIcon|SSB}}<br>3-6 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} ||  
|-
|-
|rowspan=2|[[Marth]]||[[Dolphin Slash]]|| rowspan=2|Entire body|| 5{{GameIcon|SSBM}}<br>1-5{{GameIcon|SSBB}}<br>4-5 (ground), 1-5 (air){{GameIcon|SSB4}}<br>4-5 {{GameIcon|SSBU}}||
|rowspan=2|[[Marth]]||[[Dolphin Slash]]|| rowspan=2|Entire body|| 5{{GameIcon|SSBM}}<br>1-5{{GameIcon|SSBB}}<br>4-5 (ground), 1-5 (air){{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
|-
|[[Counter]]|| 1-5 (counterattack){{GameIcon|SSBM}}<br>5-6 (startup), 1-8 (counterattack){{GameIcon|SSBB}}<br>5-6 (startup), 1-7 (counterattack){{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
|[[Counter]]|| 1-5 (counterattack){{GameIcon|SSBM}}<br>5-6 (startup), 1-8 (counterattack){{GameIcon|SSBB}}<br>5-6 (startup), 1-7 (counterattack){{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
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|-
|-
|[[Oil Panic]] || 1-25 (absorb){{GameIcon|SSBM}}<br>1-24 (absorb), 1-6 (Oil spill){{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>2-25 (absorb){{GameIcon|SSBU}}||
|[[Oil Panic]] || 1-25 (absorb){{GameIcon|SSBM}}<br>1-24 (absorb), 1-6 (Oil spill){{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>2-25 (absorb){{GameIcon|SSBU}}||
|-
| rowspan=2| [[Mythra]] || [[Lightning Buster]] || rowspan=2|Entire body|| 7-12 (uncharged); 65-72, 76-80 (fully charged)
|-
|| [[Swap]] || 6-18{{GameIcon|SSBU}}||
|-
|-
|rowspan=3|[[Ness]]|| Up tilt || rowspan=2|Head || 5-19{{GameIcon|SSB}}<br>5-6{{GameIcon|SSBM}}{{GameIcon|SSBB}}||
|rowspan=3|[[Ness]]|| Up tilt || rowspan=2|Head || 5-19{{GameIcon|SSB}}<br>5-6{{GameIcon|SSBM}}{{GameIcon|SSBB}}||
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|Up aerial || 8-11{{GameIcon|SSB}}||
|Up aerial || 8-11{{GameIcon|SSB}}||
|-
|-
|[[PK Thunder]] || Entire body; head{{GameIcon|SSBU}}|| 1-9{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>1-32{{GameIcon|SSBU}}||*Applies to PK Thunder 2 only<br>*{{GameIcon|SSBU}}Only grants head intangibilty from frames 10-32
|[[PK Thunder]] || Entire body; head{{GameIcon|SSBU}}|| 1-9{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>1-9 (body), 10-32 (head){{GameIcon|SSBU}}||*Applies to PK Thunder 2 only.
|-
|-
|rowspan=2|[[Pac-Man]] || Shield || Hands|| 2-3 {{GameIcon|SSBU}} ||*Activation
|rowspan=2|[[Pac-Man]] || Shield || Hands|| 2-3 {{GameIcon|SSBU}} ||*Activation
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| [[Toad]] || Entire body || 11-14 (startup), 1-4 (counterattack){{GameIcon|SSBB}}<br>11-14 (startup), 1-3 (counterattack){{GameIcon|SSB4}}<br>8-10 (startup), 1-3 (counterattack){{GameIcon|SSBU}}||
| [[Toad]] || Entire body || 11-14 (startup), 1-4 (counterattack){{GameIcon|SSBB}}<br>11-14 (startup), 1-3 (counterattack){{GameIcon|SSB4}}<br>8-10 (startup), 1-3 (counterattack){{GameIcon|SSBU}}||
|-
|-
|rowspan=5|[[Pichu]]|| Shield || rowspan=2|Ears ||1-2 (activation); 1-5 (deactivation){{GameIcon|SSBU}} || Closest hitbox
|rowspan=6|[[Pichu]]|| Shield || rowspan=2|Ears ||1-2 (activation); 1-5 (deactivation){{GameIcon|SSBU}} || Closest hitbox
|-
|-
|Up smash || 9-11{{GameIcon|SSBU}} ||
|Up smash || 9-11{{GameIcon|SSBU}} ||
|-
|-
|Down smash|| Entire body|| 7-10{{GameIcon|SSBU}}||
|Down smash|| Entire body|| 7-10{{GameIcon|SSBU}}||
|-
|Neutral aerial ||Ears || 3-9{{GameIcon|SSBU}}
|-
|-
|Down aerial || Ears || 14-17{{GameIcon|SSBU}}
|Down aerial || Ears || 14-17{{GameIcon|SSBU}}
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|[[Power of Flight]] || Entire body || 9-19 (ground); 15-19 (midair){{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
|[[Power of Flight]] || Entire body || 9-19 (ground); 15-19 (midair){{GameIcon|SSB4}}{{GameIcon|SSBU}} ||
|-
|-
|[[Pokemon Trainer]] || [[Pokemon Change]] || Entire body|| 1-120{{GameIcon|SSBB}}<br>1-25{{GameIcon|SSBU}}|| *{{GameIcon|SSBB}}The maximum amount of frames it takes for the game to load
|[[Pokémon Trainer]] || [[Pokémon Change]] || Entire body|| 1-120{{GameIcon|SSBB}}<br>1-25{{GameIcon|SSBU}}|| *{{GameIcon|SSBB}}The maximum amount of frames it takes for the game to load
|-
| [[Pyra]] || [[Swap]] ||Entire body || 6-18{{GameIcon|SSBU}}||
|-
|-
|rowspan=2|[[Richter]]|| Shield || Head || 1-4 (activation); 1-5 (deactivation){{GameIcon|SSBU}}||  
|rowspan=2|[[Richter]]|| Shield || Head || 1-4 (activation); 1-5 (deactivation){{GameIcon|SSBU}}||  
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|rowspan=2|[[R.O.B.]]|| [[Arm Rotor]] || Right Shoulder|| 17-66 {{GameIcon|SSBB}}||  
|rowspan=2|[[R.O.B.]]|| [[Arm Rotor]] || Right Shoulder|| 17-66 {{GameIcon|SSBB}}||  
|-
|-
|[[Robo Burner]] || Entire body|| 2-4 {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| Only when used on the ground
|[[Robo Burner]] || Entire body|| 2-4 {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Only when used on the ground
|-
|-
|[[Robin]] || [[Nosferatu]] || Entire body || 15-18{{GameIcon|SSBU}}||
|[[Robin]] || [[Nosferatu]] || Entire body || 15-18{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
|-
|rowspan=2|[[Rosalina & Luma]] || Up tilt ||rowspan=2| Head || 4-10{{GameIcon|SSBU}}||
|rowspan=2|[[Rosalina & Luma]] || Up tilt ||rowspan=2| Head || 4-11 {{GameIcon|SSB4}}, 4-10 {{GameIcon|SSBU}}||
|-
|-
| Up smash || 7-16{{GameIcon|SSBU}}||Luma
| Up smash || 7-16{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Luma
|-
|-
|rowspan=3| [[Roy]] || Up smash || Arm || 10-23{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Applies to the sword arm
|rowspan=3| [[Roy]] || Up smash || Arm || 10-23{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *Applies to the sword arm
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|-
|-
|[[Spring Jump]]|| 5-13{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>5-7{{GameIcon|SSBU}}
|[[Spring Jump]]|| 5-13{{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>5-7{{GameIcon|SSBU}}
|-
|rowspan=3|[[Sora]] || Dash Attack || Foot || 7-18 {{GameIcon|SSBU}}||*Applies intangibility to the kicking foot
|-
| Down Smash || Entire body; lower body || 3-10 {{GameIcon|SSBU}}|| *Applies intangibility to entire body on frames 3-6; lower body on frames 7-10
|-
| [[Counterattack (Sora)|Counterattack]] || Entire body || 7 & 8 (activation); 1-29 (counterattack); 1-35 (counterattack; turning around)|| *When countering a projectile, skips 22 startup frames
|-
|-
|[[Squirtle]] || Forward tilt || Tail || 1-8{{GameIcon|SSBB}}{{GameIcon|SSBU}}||
|[[Squirtle]] || Forward tilt || Tail || 1-8{{GameIcon|SSBB}}{{GameIcon|SSBU}}||
Line 494: Line 557:
|| Up smash || Head ||8-20{{GameIcon|SSBB}}<br>8-14{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|| Up smash || Head ||8-20{{GameIcon|SSBB}}<br>8-14{{GameIcon|SSB4}}{{GameIcon|SSBU}}||
|-
|-
|[[Chomp]] || Head {{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>Entire body|| 10- (grab){{GameIcon|SSBB}}<br>8-25 (grab){{GameIcon|SSB4}}<br>2-17 (explosion){{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *{{GameIcon|SSBB}} Lasts until Wario either closes his mouth or after he eats something
|[[Chomp]] || Head {{GameIcon|SSBB}}{{GameIcon|SSB4}}<br>Entire body|| 10- (grab){{GameIcon|SSBB}}<br>8-25 (grab){{GameIcon|SSB4}}<br>2-17 (explosion){{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}|| *{{GameIcon|SSBB}}{{GameIcon|SSB4}} Only Wario's head is intangible during the grab <br>*{{GameIcon|SSBB}} Lasts until Wario either closes his mouth or after he eats something
|-
|-
|rowspan=2|[[Wii Fit Trainer]] || Up tilt || Arm || 3-12{{GameIcon|SSBU}}||*Applies to the attacking arm
|rowspan=2|[[Wii Fit Trainer]] || Up tilt || Arm || 3-12{{GameIcon|SSBU}}||*Applies to the attacking arm
Line 512: Line 575:
|Forward smash || 6-24 {{GameIcon|SSB}}<br>12-16 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSBU}}<br>12-14 {{GameIcon|SSB4}}||*{{GameIcon|SSBM}}Nose is exposed  
|Forward smash || 6-24 {{GameIcon|SSB}}<br>12-16 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSBU}}<br>12-14 {{GameIcon|SSB4}}||*{{GameIcon|SSBM}}Nose is exposed  
|-
|-
|Up smash || Head {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>Foot {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| 6-15 {{GameIcon|SSB}}<br>11-15 {{GameIcon|SSBM}}<br>11-16 {{GameIcon|SSBB}}<br>11-13{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*{{GameIcon|SSBM}}Nose is exposed<br>*{{GameIcon|SSB4}}{{GameIcon|SSBU}}Applies to the attacking foot
|Up smash || Head {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}<br>Foot {{GameIcon|SSB4}}{{GameIcon|SSBU}}|| 6-15 {{GameIcon|SSB}}<br>11-15 {{GameIcon|SSBM}}<br>11-16 {{GameIcon|SSBB}}<br>11-13{{GameIcon|SSB4}}{{GameIcon|SSBU}}||*{{GameIcon|SSB4}}{{GameIcon|SSBU}}Applies to the attacking foot
|-
|-
|[[Egg Lay]] || Entire body|| 27-49 {{GameIcon|SSBB}}<br>31-53 {{GameIcon|SSB4}}<br>29-51 {{GameIcon|SSBU}}||*When swallowing the opponent<br>*Opponent gains intangibility for 12 {{GameIcon|SSB}}/14 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}/7 {{GameIcon|SSBU}} frames when escaping the egg
|[[Egg Lay]] || Entire body|| 27-49 {{GameIcon|SSBB}}<br>31-53 {{GameIcon|SSB4}}<br>29-51 {{GameIcon|SSBU}}||*When swallowing the opponent<br>*Opponent gains intangibility for 12 {{GameIcon|SSB}}/14 {{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}/7 {{GameIcon|SSBU}} frames when escaping the egg
Line 526: Line 589:
|[[Transform]] || 34-43{{GameIcon|SSBM}}<br>41-160{{GameIcon|SSBB}}|| *{{GameIcon|SSBB}}The maximum amount of frames it takes for the game to load
|[[Transform]] || 34-43{{GameIcon|SSBM}}<br>41-160{{GameIcon|SSBB}}|| *{{GameIcon|SSBB}}The maximum amount of frames it takes for the game to load
|-
|-
| [[Zero Suit Samus]] || [[Flip Jump]]|| Entire body; most body parts excluding the chest|| 1-43{{GameIcon|SSBB}}<br>3-49{{GameIcon|SSB4}}<br>3-12{{GameIcon|SSBU}}|| *Applies same frames of intangibility when jumping off of a wall<br>*{{GameIcon|SSBB}}{{GameIcon|SSB4}}Chest becomes vulnerable starting on frame 13
| [[Zero Suit Samus]] || [[Flip Jump]]|| Entire body; most body parts excluding the chest {{GameIcon|SSBB}}{{GameIcon|SSB4}}|| 1-43{{GameIcon|SSBB}}<br>3-49{{GameIcon|SSB4}}<br>3-12{{GameIcon|SSBU}}|| *Applies same frames of intangibility when jumping off of a wall<br>*{{GameIcon|SSBB}}{{GameIcon|SSB4}}Chest becomes vulnerable starting on frame 13
|-
|-
! scope="row" colspan=5|{{anchor|By Items}} By Items
! scope="row" colspan=5|{{anchor|By Items}} By Items
Line 555: Line 618:


==Trivia==
==Trivia==
*In ''Ultimate'', if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on [[SSBU|Bowser]] while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
*In ''Ultimate'', if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on {{SSBU|Bowser}} while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
*If the [[Shadow]] [[Assist Trophy]] freezes a character while intangible, the character will remain intangible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve intangibility before being frozen and get several seconds where they are unable to receive damage.


[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Special conditions]]
[[Category:Special conditions]]

Latest revision as of 21:42, June 3, 2024

Kirby successfully avoiding a Teal Coupe in Onett with his spot dodge.

Intangibility is a state in which a hurtbox will not be hit by attacks at all. Intangibility should not be confused with invincibility, as both are different mechanics with different effects.

Overview[edit]

There are many ways to achieve intangibility. Many universal actions such as spot dodge, roll, edge grab, the shield breaking process, among others have intangibility. Certain attacks also possess intangibility, either full body or only specific hitboxes. While a character is intangible, attacks will simply not affect them, as if they are not there at all. Since the character is not hit, a long-lasting attack (or very short intangibility time) may still hit the character once it ends. This state can be incredibly useful, as it can be used to dodge attacks and make a retreat or capitalize on a reckless opponent and punish them. Some attacks intentionally make certain body parts intangible in order to make the attack guaranteed to connect without trading with the opponent.

Intangibility does have a somewhat niche downside in that on the Planet Zebes, Brinstar, and Norfair stages, intangible characters will fall straight through the stage's lower hazard rather than sustaining damage and bouncing back up, causing an otherwise preventable KO. They may occasionally also be KO'd if they are standing on the track on Mute City (SSBM), Port Town Aero Dive or Mute City SNES. In Smash 4, Master Giant's "glowing hands" attack also completely ignores any form of intangibility as well as invincibility (including respawn).

In Super Smash Bros. Melee's debug menu, intangibility is displayed by affected hurtboxes changing from their usual yellow color to a blue color during the intangibility period. A similar feature is present in Super Smash Bros. Ultimate's Training Mode via an invincibility toggle, which causes intangible parts of characters to acquire a blue tint.

While the differences are seemingly minor, intangibility is different from invincibility. Invincibility does cause hitlag, but causes no damage or knockback.

List of intangible attacks[edit]

An icon for denoting incomplete things.
  • Smash attacks in this table are not charged.
  • All attacks from Smash 4 and Ultimate display intangibility values as of their latest updates.
User/Item Move Part of Character Intangibility Frames Notes
By Characters
All characters Spot dodge/Roll/Air dodge
Edge grab
Techs (Standard, Rolling, Wall, Ceiling)
Edge recovery actions (Climb, Attack, Roll, Jump)
Floor recovery options (Get up, Roll, Attack)
Perfect shield
Entire body Varies
Shield break animation *Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. 4Super Smash Bros. Ultimate Lasts until the character lands and gets back up
*Super Smash Bros. Brawl Lasts from frames 1-36 on most characters, with the exception of Kirby and Jigglypuff.
*Super Smash Bros. Ultimate Shield break intangibility lasts for 300 frames.
Shield jump 1-2Super Smash Bros.
Shield platform drop 1Super Smash Bros.
Wall jump 1-14Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 *Super Smash Bros. BrawlSuper Smash Bros. 4 Only applies when a wall jump tech is performed.
Tripping 1-6 (soft trip), 1-7 (dashing trip), 1-8 (turning trip), 1-17 (hard trip)Super Smash Bros. Brawl
1-5 (soft trip), 1-13 (hard trip)Super Smash Bros. 4Super Smash Bros. Ultimate
Footstool jump 9-12 (regular footstool), 1-4 (phantom footstool)Super Smash Bros. Ultimate
Banjo & Kazooie Shield Arms 1-2Super Smash Bros. Ultimate *Activation
Shock Spring Jump Entire body 15-17 (uncharged), 31-33 (fully charged)Super Smash Bros. Ultimate
Bayonetta Witch Time Entire body 5-16Super Smash Bros. 4
8-23Super Smash Bros. Ultimate
Bowser Shield Head; Arms 1 (head), 3-5 (arms)Super Smash Bros. Ultimate *Activation
Shell based animations Head, Arms and legs Varies
Netural attack Arms 6-8 (hit 1); 8-10 (hit 2)Super Smash Bros. Brawl
7-9 (hit 1); 9-11 (hit 2)Super Smash Bros. 4
7-8 (hit 1); 9-11 (hit 2)Super Smash Bros. Ultimate
Forward tilt Arm 10-14 Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate *Applies to the attacking arm
Up tilt 8-13Super Smash Bros. Brawl
11-16 Super Smash Bros. Ultimate
Down tilt Arms 10-12, 20-22Super Smash Bros. BrawlSuper Smash Bros. 4
10-12, 15-17 Super Smash Bros. Ultimate
*Applies to the first and second attacking arm, respectively
Up smash Entire body 16-17Super Smash Bros. Melee
Up aerial Head 10-20Super Smash Bros. Brawl
3-13 Super Smash Bros. 4Super Smash Bros. Ultimate
Flying Slam Entire body 1-23Super Smash Bros. 4Super Smash Bros. Ultimate *Only when opponent is grabbed
Whirling Fortress 1-4Super Smash Bros. Melee
1-5Super Smash Bros. Brawl
*Only when used on the ground
Captain Falcon Up tilt Leg 14-17 Super Smash Bros. Ultimate *Applies to the attacking leg
Up smash Legs 22-23, 28-29Super Smash Bros. Ultimate *Applies to the first and second attacking leg, respectively
Charizard Shield Head 1-4Super Smash Bros. 4Super Smash Bros. Ultimate *Activation
Up tilt Wings 7-23Super Smash Bros. Brawl
Forward smash Entire body 22-26Super Smash Bros. Brawl
22-25Super Smash Bros. 4
20-24 Super Smash Bros. Ultimate
Up aerial Head 6-11Super Smash Bros. Brawl
11-15Super Smash Bros. 4Super Smash Bros. Ultimate
Chrom Up smash Arm 10-23Super Smash Bros. Ultimate *Applies to the sword arm
Counter Entire body 7-9 (startup), 1-6 (counterattack)Super Smash Bros. Ultimate
Cloud Down tilt Leg 7-17Super Smash Bros. 4Super Smash Bros. Ultimate *Applies to the bent leg
Blade Beam Entire body 10-17Super Smash Bros. 4Super Smash Bros. Ultimate *Limit Break version only
Cross Slash 6-11Super Smash Bros. 4Super Smash Bros. Ultimate
Climhazzard 5-12Super Smash Bros. 4Super Smash Bros. Ultimate
Corrin Shield Head 1 Super Smash Bros. Ultimate *Activation
Dragon Lunge Entire body 2-5Super Smash Bros. 4
2-7Super Smash Bros. Ultimate
*Jumping
Dragon Ascent 10-17Super Smash Bros. 4
7-17Super Smash Bros. Ultimate
Counter Surge 6-7 (startup)Super Smash Bros. 4Super Smash Bros. Ultimate
1-49 (counterattack)Super Smash Bros. 4
Daisy Up smash Arms and head 14-20Super Smash Bros. Ultimate
Toad Entire body 8-10 (startup); 1-3 (counterattack)Super Smash Bros. Ultimate
Dark Pit Shield Head 1-3Super Smash Bros. Ultimate *Activation
Power of Flight Entire body 9-19 (ground); 15-19 (midair)Super Smash Bros. 4Super Smash Bros. Ultimate
Dark Samus Shield Head and right arm 1-5 (activation); 3-5 (deactivation) Super Smash Bros. Ultimate
Screw Attack Entire body 3-6 (ground); 3-4 (midair)Super Smash Bros. Ultimate
Diddy Kong Shield Rear-most arm 3-5 Super Smash Bros. Ultimate *Deactivation
Donkey Kong Shield Head 1-4 (activation); 3-5 (deactivation)Super Smash Bros. Ultimate
Forward tilt Arm 8-37 (up); 8-11 (non angled/down) Super Smash Bros. Brawl
7-11 (up); 1-25 (non angled/down) Super Smash Bros. 4
6-9 Super Smash Bros. Ultimate
*Applies to the attacking arm
Up tilt 5-11 Super Smash Bros. BrawlSuper Smash Bros. Ultimate
5-25 Super Smash Bros. 4
Down tilt 1-9 Super Smash Bros. 4
5-7 Super Smash Bros. Ultimate
Forward smash Arms and head 20-26 Super Smash Bros. 4Super Smash Bros. Ultimate
Up smash 14-18Super Smash Bros.
12-16Super Smash Bros. MeleeSuper Smash Bros. Brawl
12-15Super Smash Bros. 4Super Smash Bros. Ultimate
Down smash Arms 10-14Super Smash Bros. Brawl
11-14 Super Smash Bros. 4Super Smash Bros. Ultimate
Up aerial Head 1-10 Super Smash Bros. 4
5-10 Super Smash Bros. Ultimate
Giant Punch Entire bodySuper Smash Bros.Super Smash Bros. Melee
ArmSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
23-24Super Smash Bros.
17-18Super Smash Bros. Melee
4-22Super Smash Bros. Brawl
4-20Super Smash Bros. 4Super Smash Bros. Ultimate
*Super Smash Bros.Super Smash Bros. MeleeOnly occurs when fully charged
*Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. UltimateApplies to the attacking arm
*Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. UltimateDoes not occur when fully charged
Spinning Kong Entire body Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4
Arm/arms
1-5 (startup); 9-48 (midair arms)Super Smash Bros.
3-5 (ground); 2-5 (midair); 11-42 (midair arms) Super Smash Bros. Melee
4-6 (midair); 12-43 (midair arms) Super Smash Bros. Brawl
19-24 (ground arm); 3-6 (midair); 12-43 (midair arms) Super Smash Bros. 4
19-24 (ground arm); 10-38 (midair arms)Super Smash Bros. Ultimate
*Super Smash Bros. 4Super Smash Bros. UltimateWhen used on the ground, applies on the rear-most arm only
*When used in the air, applies to both arms
Hand Slap Entire body 1-2 Super Smash Bros.
Dr. Mario Up smash Head 9-11Super Smash Bros. Melee
9-13Super Smash Bros. 4Super Smash Bros. Ultimate
Super Jump Punch Entire body 3Super Smash Bros. Melee
Duck Hunt Shield Head 3-5 Super Smash Bros. Ultimate *Deactivation
Falco Up smash Head Super Smash Bros. Melee
Legs Super Smash Bros. 4Super Smash Bros. Ultimate
1-10Super Smash Bros. Melee
7-12, 13-20 Super Smash Bros. 4
7-12, 13-18 Super Smash Bros. Ultimate
*Applies to each attacking leg, respectively
Down smash Legs 1-6 Super Smash Bros. Melee
3-7 Super Smash Bros. BrawlSuper Smash Bros. 4
3-8 Super Smash Bros. Ultimate
Reflector Entire body 1Super Smash Bros. Melee
Fox Up smash Head 1-9 Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. 4
1-10Super Smash Bros. Brawl
*Super Smash Bros. Melee Snout is exposed
Down smash Legs 1-6 Super Smash Bros.
6 Super Smash Bros. Melee
6-7 Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Reflector Entire body 1 Super Smash Bros.Super Smash Bros. Melee
1-3Super Smash Bros. Brawl
2-3Super Smash Bros. Ultimate
Ganondorf Shield Head
Arm
1-4 (activation)Super Smash Bros. Ultimate
3-5 (deactivation)Super Smash Bros. Ultimate
*When deactivating, applies to the front-most arm
Greninja Shield Arm 3-5 Super Smash Bros. Ultimate *Applies to the front-most arm
Substitute Entire body; head and foot 8-18 (startup); 1-9 (activation); 1-3 (counterattack)Super Smash Bros. 4
7-34 (startup); 1-5 (activation); 1-33 (counterattack)Super Smash Bros. Ultimate
*Super Smash Bros. Ultimate After frame 17 of startup, intangibility only occurs on its head and front-most foot *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Hero Kamikazee Entire body 1-42Super Smash Bros. Ultimate
Zoom 30~Super Smash Bros. Ultimate Intangibility disappears as soon as Hero starts descending
Ice Climbers Belay Partner 5-16Super Smash Bros. Melee
1-65Super Smash Bros. Brawl
1-15 Super Smash Bros. Ultimate
Ike Counter Entire body; head 8-33 (startup); 1-4 (counterattack)Super Smash Bros. Ultimate *After frame 15 of startup, intangibility occurs on his head
Incineroar Shield Arms 1-3 Super Smash Bros. Ultimate *Activation
Down tilt Legs 8-11 Super Smash Bros. Ultimate *Intangibility occurs on the non-attacking leg on frame 8; occurs on both legs for remaining frames
Up tilt Head 6-11 Super Smash Bros. Ultimate
Up smash Arms 13-18 Super Smash Bros. Ultimate
Cross Chop 13-26 Super Smash Bros. Ultimate
Revenge Entire body 1-19 (counterattack) Super Smash Bros. Ultimate
Isabelle Pocket 5-23 Super Smash Bros. Ultimate
Ivysaur Up smash Flower 26-29Super Smash Bros. BrawlSuper Smash Bros. Ultimate
Up aerial 12-13Super Smash Bros. BrawlSuper Smash Bros. Ultimate
Bullet Seed Entire body 1-3Super Smash Bros. Brawl
Jigglypuff Down smash Feet 7-26Super Smash Bros.
9-10Super Smash Bros. Melee
14-15Super Smash Bros. BrawlSuper Smash Bros. 4
14-16 Super Smash Bros. Ultimate
Rest Entire body 1-29Super Smash Bros.
1-26Super Smash Bros. Melee
1-27Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Joker Summoning Entire body 2-62Super Smash Bros. Ultimate *Only triggered when not moving on the ground
Gun/Gun Special 4-13 (forward dodge, ground); 5-14 (backward dodge, ground); 1-6 (jump); 5-16 (forward/backward dodge, midair)Super Smash Bros. Ultimate *Applies for both versions
Wings of Rebellion 1-25 (ground); 3-25 (midair) Super Smash Bros. Ultimate
Rebel's Guard 1-14 Super Smash Bros. Ultimate Counterattack
Tetrakarn/Makarakarn Entire body; head, arm 3-4 (startup); 1-8 (counterattack); 1-29 (reflection) Super Smash Bros. Ultimate *When reflecting, gains intangibility on his head at frame 1, and on his front-most arm for the remaining frames
Kazuya Forward Tilt lower leg 12-16 Super Smash Bros. Ultimate
Back tilt Upper body; leg 7-13 (upper body), 10-13 (leg) Super Smash Bros. Ultimate *Applies to the attacking leg
Up tilt Upper body; arm 4-10 (upper body; hit 1), 11-24 (upper body; hit 2), 25 & 26 (arm; hit 2) Super Smash Bros. Ultimate *applies to the attacking arm
Down tilt Entire body 13-15 Super Smash Bros. Ultimate
Up-forward tilt Legs 4-7 (entire legs), 8-16 (lower legs)Super Smash Bros. Ultimate
Down-forward tilt Leg 8-11 (hit 1), 25-27 (hit 2) Super Smash Bros. Ultimate *Applies to the attacking leg
Down-back tilt Leg 13-15 Super Smash Bros. Ultimate
Up-back tilt Legs 7-17 (both legs), 18-21 (non-kicking leg) Super Smash Bros. Ultimate
Crouch Attack Lower arm 6-8 Super Smash Bros. Ultimate *Applies to the attacking arm
Forward crouch attack Entire body; leg; arm 5-14 (entire body), 15 & 16 (arm and leg), 17-19 (arm) *Applies to right arm and leg
Back crouch attack Leg 11-16 Super Smash Bros. Ultimate *Applies to the attacking leg
Uncrouching attack Upper body; arm 2-6 (upper body), 13 & 14 (arm) Super Smash Bros. Ultimate *Applies to the attacking arm
Dash attack Lower legs 4-7 (both legs), 13-19 (non-kicking leg) Super Smash Bros. Ultimate
Double dash attack Leg 7-15 Super Smash Bros. Ultimate *Applies to the attacking leg
Up smash Arm 12-17 Super Smash Bros. Ultimate *Applies to the attacking arm
Down smash Arm 17-19 Super Smash Bros. Ultimate *Applies to the attacking arm
Up aerial Leg 4-9 Super Smash Bros. Ultimate *Applies to the attacking leg
Crouch Dash Entire/upper body 1, 5-12 (upper body); 2-4 (entire body) Super Smash Bros. Ultimate
Wind God Fist Upper body; arm 1-7 (upper body), 8-11 (arm) Super Smash Bros. Ultimate *Applies to the attacking arm
Electric Wind God Fist Entire/upper body; arm 1-3 (upper body), 4-8 (entire body), 9-12 (arm) Super Smash Bros. Ultimate
Dragon Uppercut Entire/upper body 4 & 5, 12-19 (entire body); 1-3, 7-11, 20-22 (upper body)
Spinning Demon to Left Hook Entire body 4-9 Super Smash Bros. Ultimate
Ken Neutral attack (held, close) Upper body 4-10 Super Smash Bros. Ultimate
Forward tilt (tapped, far) Leg 7-12 Super Smash Bros. Ultimate *Applies to the attacking leg
Up tilt (held) Upper body 4-10 Super Smash Bros. Ultimate
Up smash Arm 9-12 Super Smash Bros. Ultimate *Applies to the attacking arm
Up throw Leg 27-32 Super Smash Bros. Ultimate *Applies to the attacking leg
Oosoto Mawashi Geri 7-8 Super Smash Bros. Ultimate *Applies to the attacking leg
*When canceling into the Inazuma Kick, applies intangibility on frame 1
Tatsumaki Senpukyaku 13-22 (ground, tapped); 13-42 (ground, held; midair)Super Smash Bros. Ultimate *Applies to both standard and input versions
*Applies intangibility to the pivoting leg on the ground, and to the attacking leg in midair
Shoryuken Entire body; arm 5 (standard), 4-6 (input), 1-14 (arm, input)Super Smash Bros. Ultimate
King Dedede Up tilt Entire body Super Smash Bros. Brawl
Head and left arm Super Smash Bros. 4Super Smash Bros. Ultimate
7-8Super Smash Bros. Brawl
9-15Super Smash Bros. 4
7-13Super Smash Bros. Ultimate
Inhale Entire body 4-18 Super Smash Bros. Ultimate *Occurs when inhaling opponents only
*Inhaled opponent gains intangibility on frames 4-7
Super Dedede Jump Entire body, feet 22-25 (body), 77- (feet)Super Smash Bros. Brawl
22-25 (body), 73- (feet)Super Smash Bros. 4
18-21 (body), 69- (feet)Super Smash Bros. Ultimate
King K. Rool Shield Arm 1-2 Super Smash Bros. Ultimate *Applies to the front-most arm
Up tilt 4-9 Super Smash Bros. Ultimate *Applies to the attacking arm
Up smash Head 6-11 Super Smash Bros. Ultimate
Up aerial 7-13Super Smash Bros. Ultimate
Blunderbuss Entire body 1-8 (capture); Launch intangibility varies based on the amount of hitstun received *Intangibility applies to the opponent only
Gut Check 4-15 (startup); 1-7 (counterattack); 1-14 (reversed counterattack)Super Smash Bros. Ultimate
Kirby Shield Arm 3-5Super Smash Bros. Ultimate *Deactivation
*Applies to the front-most arm
Up tilt Foot 4-10Super Smash Bros. BrawlSuper Smash Bros. Ultimate
4-9Super Smash Bros. 4
*Applies to the attacking foot
Up smash 14-24Super Smash Bros. Brawl
14-19Super Smash Bros. 4
12-17Super Smash Bros. Ultimate
Down smash Feet 7-26Super Smash Bros.
7-9Super Smash Bros. Melee
5-14Super Smash Bros. BrawlSuper Smash Bros. 4
2-11Super Smash Bros. Ultimate
Inhale Entire body 4-18Super Smash Bros. Ultimate *Occurs when inhaling opponents only
*Inhaled opponent gains intangibility on frame 4 and stays intangible until they either escape the Inhale, or once they turn back to normal after being swallowed/spat out
Hammer Flip 2-10 Super Smash Bros. 4Super Smash Bros. Ultimate *When fully charged
Link Shield Head 1-3Super Smash Bros. Ultimate *Activation
Little Mac Shield Right arm 3 Super Smash Bros. Ultimate
Jolt Haymaker Entire body 1-4 (body), 5-14 (lower body)Super Smash Bros. 4
1-3 (body), 4-17 (lower body)Super Smash Bros. Ultimate
**Only when used on the ground
Rising Uppercut 1-3Super Smash Bros. 4Super Smash Bros. Ultimate
Slip Counter 5-6 (startup); 1-18 (counterattack)Super Smash Bros. 4
4-5 (startup); 1-20 (counterattack)Super Smash Bros. Ultimate
Lucario Double Team Entire body 6-35 (startup), 1-66 (ground counterattack), 1-58 (air counterattack),Super Smash Bros. Brawl
5-39 (startup), 1-35 (counterattack), 40-68 (ground counterattack ending), 40-61 (air counterattack ending)Super Smash Bros. 4
4-13 (startup), 1-29 (counterattack)Super Smash Bros. Ultimate
Lucas Up smash HeadSuper Smash Bros. BrawlSuper Smash Bros. 4
Head and armsSuper Smash Bros. Ultimate
15-29Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
PK Thunder Entire body 1-17Super Smash Bros. Brawl
1-9Super Smash Bros. 4Super Smash Bros. Ultimate
*Applies to PK Thunder 2 only
Lucina Dolphin Slash Entire body 4-5 (ground), 1-5 (air)Super Smash Bros. 4Super Smash Bros. Ultimate
Counter 5-6 (startup); 1-7 (counterattack)Super Smash Bros. 4Super Smash Bros. Ultimate *Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Luigi Up smash Head 7-10Super Smash Bros.
9-11Super Smash Bros. Melee
9-13Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
*Super Smash Bros. BrawlSuper Smash Bros. 4Nose is exposed
Green Missile Entire body 18-22 (normal)Super Smash Bros. Brawl
18-22 (misfire)Super Smash Bros. 4
18-22 (normal/misfire)Super Smash Bros. Ultimate
*Occurs for the first 5 frames upon releasing the charge
Super Jump Punch 2Super Smash Bros.
5-8Super Smash Bros. Melee
6-8Super Smash Bros. Brawl
8-10 (ground), 6-8 (midair)Super Smash Bros. 4Super Smash Bros. Ultimate
Mario Up smash Head 7-10Super Smash Bros.
9-11Super Smash Bros. Melee
9-14Super Smash Bros. Brawl
9-12Super Smash Bros. 4Super Smash Bros. Ultimate
Super Jump Punch Entire body 2-5Super Smash Bros.
3-6 Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Marth Dolphin Slash Entire body 5Super Smash Bros. Melee
1-5Super Smash Bros. Brawl
4-5 (ground), 1-5 (air)Super Smash Bros. 4Super Smash Bros. Ultimate
Counter 1-5 (counterattack)Super Smash Bros. Melee
5-6 (startup), 1-8 (counterattack)Super Smash Bros. Brawl
5-6 (startup), 1-7 (counterattack)Super Smash Bros. 4Super Smash Bros. Ultimate
*Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Mega Man Up tilt Entire body 5-7Super Smash Bros. 4Super Smash Bros. Ultimate
Down tilt Legs 3-12 Super Smash Bros. 4Super Smash Bros. Ultimate
Rush Coil Entire body 6-9 Super Smash Bros. 4
7-10 Super Smash Bros. Ultimate
Meta Knight Shuttle Loop Entire body 5-8Super Smash Bros. Brawl *Only when used on the ground
Dimensional Cape 18-26 Super Smash Bros. Brawl
12-39 (no attack),12-28 (attack)Super Smash Bros. 4
12-39 (no attack), 12-32 (ground attack, no direction/backward; aerial attack, no direction/backward), 12-29 (ground attack, forward; aerial attack, forward)Super Smash Bros. Ultimate
Mewtwo Shield Head and tail 1-5 Super Smash Bros. Ultimate *Deactivation
Teleport Entire body 8-17Super Smash Bros. Melee
9-17Super Smash Bros. 4
9-19Super Smash Bros. Ultimate
Disable 10-16Super Smash Bros. Ultimate
Mii Brawler Up smash Leg 8-12Super Smash Bros. Ultimate *Applies to the attacking leg
Helicopter Kick Legs 8-37Super Smash Bros. Ultimate
Thrust Uppercut Arm 3-7Super Smash Bros. Ultimate *Applies to the attacking arm
Feint Jump Entire body 2-4Super Smash Bros. Ultimate *Applies same frames of intangibility when jumping off of a wall
Counter Throw 5-6 (startup); 1-17 (counterattack)Super Smash Bros. Ultimate
Mii Gunner Cannon Jump Kick Entire body 6Super Smash Bros. Ultimate *Only when used on the ground
Mii Swordfighter Stone Scabbard Entire body 5-12Super Smash Bros. Ultimate
Blade Counter 1-16 (startup), 1-8 (counterattack)Super Smash Bros. 4
5-6 (startup), 1-5 (counterattack)Super Smash Bros. Ultimate
Min Min Shield ARMS 1-3 (activation); 5 (deactivation)Super Smash Bros. Ultimate
Down tilt Leg 10-14 Super Smash Bros. Ultimate *Applies to the attacking leg
Up smash Legs 7-15Super Smash Bros. Ultimate *After frame 9, applies intangibility to the attacking leg only
Down smash 6-8 Super Smash Bros. Ultimate
Neutral aerial ARMS 8-18 (Ramram); 14-32 (Megawatt); 10-23 (Dragon/Dragon Plus)Super Smash Bros. Ultimate *Applies to the attacking ARM
ARMS Jump Entire body; ARMS 8-13 (uncharged); 8-25 (fully charged)Super Smash Bros. Ultimate *When fully charged, applies intangibility on her ARMS on frames 8-17, and on her whole body during frames 18-25
Mr. Game & Watch Up tilt Hands, arms 1-39Super Smash Bros. Ultimate *Front arm is intangible from frames 10-12, back arm is intangible from frames 20-22. The hands are always intangible.
Up smash Head 24-28Super Smash Bros. MeleeSuper Smash Bros. Brawl *Super Smash Bros. MeleeNose is exposed
Fire Entire body 5-13 Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Oil Panic 1-25 (absorb)Super Smash Bros. Melee
1-24 (absorb), 1-6 (Oil spill)Super Smash Bros. BrawlSuper Smash Bros. 4
2-25 (absorb)Super Smash Bros. Ultimate
Mythra Lightning Buster Entire body 7-12 (uncharged); 65-72, 76-80 (fully charged)
Swap 6-18Super Smash Bros. Ultimate
Ness Up tilt Head 5-19Super Smash Bros.
5-6Super Smash Bros. MeleeSuper Smash Bros. Brawl
Up aerial 8-11Super Smash Bros.
PK Thunder Entire body; headSuper Smash Bros. Ultimate 1-9Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4
1-9 (body), 10-32 (head)Super Smash Bros. Ultimate
*Applies to PK Thunder 2 only.
Pac-Man Shield Hands 2-3 Super Smash Bros. Ultimate *Activation
Up tilt HeadSuper Smash Bros. 4
FistSuper Smash Bros. Ultimate
6-10Super Smash Bros. 4
7-10Super Smash Bros. Ultimate
Palutena Forward tilt Right arm 14-35Super Smash Bros. Ultimate
Warp Entire body 16-31Super Smash Bros. 4
16-32Super Smash Bros. Ultimate
Counter/Reflect Barrier 6-12 (startup), 1-5 (counterattack)Super Smash Bros. Ultimate
Celestial Firework 1-15Super Smash Bros. 4
Peach Up tilt HeadSuper Smash Bros. Melee
Head and armSuper Smash Bros. Brawl
9-13Super Smash Bros. Melee
10-13Super Smash Bros. Brawl
Up smash Head and arms 13-22Super Smash Bros. Melee
14-20Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Toad Entire body 11-14 (startup), 1-4 (counterattack)Super Smash Bros. Brawl
11-14 (startup), 1-3 (counterattack)Super Smash Bros. 4
8-10 (startup), 1-3 (counterattack)Super Smash Bros. Ultimate
Pichu Shield Ears 1-2 (activation); 1-5 (deactivation)Super Smash Bros. Ultimate Closest hitbox
Up smash 9-11Super Smash Bros. Ultimate
Down smash Entire body 7-10Super Smash Bros. Ultimate
Neutral aerial Ears 3-9Super Smash Bros. Ultimate
Down aerial Ears 14-17Super Smash Bros. Ultimate
Thunder Entire body 1-10Super Smash Bros. Ultimate *Only if the bolt comes into contact with Pichu
Pikachu Quick Attack 1-20 Super Smash Bros.
Thunder 1-8Super Smash Bros. Brawl
1-10Super Smash Bros. 4Super Smash Bros. Ultimate
*Only if the bolt comes into contact with Pikachu
Piranha Plant Shield Upper lip 5 Super Smash Bros. Ultimate * Deactivation
Forward tilt Jaws 7-8 Super Smash Bros. Ultimate *Applies to the 1st hit only
Up tilt Head 6-13Super Smash Bros. Ultimate
Forward smash 16-17Super Smash Bros. Ultimate
Up smash 12-18Super Smash Bros. Ultimate
Up aerial 7-9Super Smash Bros. Ultimate
Footstooled Attack Head and stem 10-13Super Smash Bros. Ultimate *Only about half of the stem is intangible
Long-Stem Strike Head 21-26 (uncharged); 80-86 (fully charged)Super Smash Bros. Ultimate
Pit Shield Head 1-3Super Smash Bros. Ultimate Activation
Wings of Icarus Entire body 1-5Super Smash Bros. Brawl
Power of Flight Entire body 9-19 (ground); 15-19 (midair)Super Smash Bros. 4Super Smash Bros. Ultimate
Pokémon Trainer Pokémon Change Entire body 1-120Super Smash Bros. Brawl
1-25Super Smash Bros. Ultimate
*Super Smash Bros. BrawlThe maximum amount of frames it takes for the game to load
Pyra Swap Entire body 6-18Super Smash Bros. Ultimate
Richter Shield Head 1-4 (activation); 1-5 (deactivation)Super Smash Bros. Ultimate
Uppercut Entire body 5-6 Super Smash Bros. Ultimate
Ridley Shield Wings; tail 1-4 (activation); 1-5 (deactivation)Super Smash Bros. Ultimate *When activating, the rear-most wing loses intangibility on frame 4
*When deactivating, applies intangibility on the wings and tail
Up tilt Wing, arm, and head 8-12Super Smash Bros. Ultimate *Grants intangibility on the attacking wing, rear-most arm, and head on frames 8 and 9; frames 10-12 grant intangibility on just the attacking wing
Up smash Leg 12-17Super Smash Bros. Ultimate *Applies to the attacking leg
Wing Blitz Wings 36-50 (ground forward); 36-55 (aerial forward; ground/aerial backward); 34-57 (up)Super Smash Bros. Ultimate
R.O.B. Arm Rotor Right Shoulder 17-66 Super Smash Bros. Brawl
Robo Burner Entire body 2-4 Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate *Only when used on the ground
Robin Nosferatu Entire body 15-18Super Smash Bros. 4Super Smash Bros. Ultimate
Rosalina & Luma Up tilt Head 4-11 Super Smash Bros. 4, 4-10 Super Smash Bros. Ultimate
Up smash 7-16Super Smash Bros. 4Super Smash Bros. Ultimate Luma
Roy Up smash Arm 10-23Super Smash Bros. 4Super Smash Bros. Ultimate *Applies to the sword arm
Blazer Entire body 9Super Smash Bros. MeleeSuper Smash Bros. 4Super Smash Bros. Ultimate
Counter Entire body 1-5 (counterattack)Super Smash Bros. Melee
8-10 (startup), 1-5 (counterattack)Super Smash Bros. 4
7-9 (startup), 1-5 (counterattack)Super Smash Bros. Ultimate
*Counterattack intangibilty frames do not include the hitlag prior to the counterattack
Ryu Neutral attack (held, close) Upper body 4-10 Super Smash Bros. Ultimate
Forward tilt (tapped, far) Leg 6-11 Super Smash Bros. 4
7-12 Super Smash Bros. Ultimate
*Applies to the attacking leg
Up tilt (held) Upper body 4-10 Super Smash Bros. 4Super Smash Bros. Ultimate
Up smash Arm 9-12 Super Smash Bros. Ultimate *Applies to the attacking arm
Up aerial 6-11Super Smash Bros. Ultimate
Up throw Leg 27-32 Super Smash Bros. 4
25-30 Super Smash Bros. Ultimate
*Applies to the attacking leg
*Super Smash Bros. 4 As the throw is weight dependent, the duration of the intangibility varies, depending on the thrown opponent's weight
Tatsumaki Senpukyaku LegSuper Smash Bros. 4
LegsSuper Smash Bros. Ultimate
10-28 (tapped), 10-60 (held)Super Smash Bros. 4
13-28 (ground, tapped), 13-60 (ground, held), 13-44 (midair)Super Smash Bros. Ultimate
*Applies to both standard and input versions
*Super Smash Bros. Ultimate Applies intangibility to both legs when used on the ground
Shoryuken Entire body, arm 3-5 (standard), 1-6 (input), 1-14 (arm)Super Smash Bros. 4
5 (standard), 4-6 (input), 1-14 (arm, input)Super Smash Bros. Ultimate
*Super Smash Bros. 4 The attacking arm is intangible for both standard and input versions
Samus Shield Head; shoulders 1-5 (activation); 3-5 (deactivation) Super Smash Bros. Ultimate *Applies intangibility to head and shoulders when activating/head and arms when deactivating
Screw Attack Entire body 1-5 (ground), 1-3 (midair)Super Smash Bros. Melee
3-6 (ground), 3-4 (midair)Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
Sephiroth Up tilt Upper body 13-15 Super Smash Bros. Ultimate
Scintilla Entire body 1-11 Super Smash Bros. Ultimate *Only applies when countering an attack
Sheik Shield Head and arms 1-4Super Smash Bros. Ultimate *Activation
*Applies intangibility to her head and arms on frame 4
Up smash 12-16Super Smash Bros. Melee
11-15Super Smash Bros. Brawl
8-15Super Smash Bros. 4Super Smash Bros. Ultimate
Down smash Legs 5Super Smash Bros. Melee
4Super Smash Bros. Brawl
Vanish Entire body 18-55Super Smash Bros. Melee
19-53Super Smash Bros. BrawlSuper Smash Bros. 4
14-55 (ground), 19-53 midairSuper Smash Bros. Ultimate
Transform 27-36Super Smash Bros. Melee
41-160Super Smash Bros. Brawl
*Super Smash Bros. BrawlThe maximum amount of frames it takes for the game to load
Shulk Monado Arts Entire body 1-14Super Smash Bros. 4Super Smash Bros. Ultimate *Activation
Vision 6-7 (ground startup), 7-8 (midair startup), 1-45 (counterattack, ground), 9-44 (counterattack, midair), 1-36 (forward counterattack)Super Smash Bros. 4
6-7 (startup), 1-45 (counterattack, ground), 9-40 (counterattack, midair), 1-36 (forward counterattack)Super Smash Bros. Ultimate
Simon Shield Head 1-4 (activation); 1-5 (deactivation)Super Smash Bros. Ultimate
Uppercut Entire body 5-6 Super Smash Bros. Ultimate
Snake Shield Head 1Super Smash Bros. Ultimate *Activation
Dash attack ArmsSuper Smash Bros. BrawlSuper Smash Bros. Ultimate
HeadSuper Smash Bros. Ultimate
5-12Super Smash Bros. BrawlSuper Smash Bros. Ultimate
Sonic Up smash Entire body 18-20Super Smash Bros. BrawlSuper Smash Bros. 4
14-18Super Smash Bros. Ultimate
Spin Dash 1-6Super Smash Bros. BrawlSuper Smash Bros. 4
1-5Super Smash Bros. Ultimate
*Applies intangibility as soon as the charge is released
Spring Jump 5-13Super Smash Bros. BrawlSuper Smash Bros. 4
5-7Super Smash Bros. Ultimate
Sora Dash Attack Foot 7-18 Super Smash Bros. Ultimate *Applies intangibility to the kicking foot
Down Smash Entire body; lower body 3-10 Super Smash Bros. Ultimate *Applies intangibility to entire body on frames 3-6; lower body on frames 7-10
Counterattack Entire body 7 & 8 (activation); 1-29 (counterattack); 1-35 (counterattack; turning around) *When countering a projectile, skips 22 startup frames
Squirtle Forward tilt Tail 1-8Super Smash Bros. BrawlSuper Smash Bros. Ultimate
Terry Dodge Attack Entire body; upper body 1-9Super Smash Bros. Ultimate *Applies intangibility to entire body on frames 1-3; upper body on frames 4-9
Forward tilt Leg 8-13Super Smash Bros. Ultimate *Applies to the attacking leg
Up tilt Arm 7-11Super Smash Bros. Ultimate *Applies to the attacking arm
Burning Knuckle 15-21 (ground input, tapped); 21-28 (ground input, held); 14-19 (aerial input, tapped); 18-23 (aerial input, held)Super Smash Bros. Ultimate *Applies intangibility on his attacking arm
Rising Tackle Legs; entire body 9-20 (standard); 5-24 (input) *If input is done on the ground, intangibility applies to the entire body for frames 5-16. If done in the air, it applies for frames 5-11.
Power Dunk Entire body 6-12 (input, tapped); 6-13 (input, held)Super Smash Bros. Ultimate
Buster Wolf Arm; entire body 10-23 (startup); 1-57 (attack)Super Smash Bros. Ultimate *When the attack lands, Terry and the opponent both gain full-body intangibility
**Opponent's full-body intangibility lasts from frame 1-32
Villager Up tilt Head and arm 7-25Super Smash Bros. Ultimate *The arm holding the stick
Pocket Entire body 5-23Super Smash Bros. 4Super Smash Bros. Ultimate
Wario Up tilt HeadSuper Smash Bros. Brawl
Head and armsSuper Smash Bros. 4
1-37Super Smash Bros. Brawl
5-23Super Smash Bros. 4
Up smash Head 8-20Super Smash Bros. Brawl
8-14Super Smash Bros. 4Super Smash Bros. Ultimate
Chomp Head Super Smash Bros. BrawlSuper Smash Bros. 4
Entire body
10- (grab)Super Smash Bros. Brawl
8-25 (grab)Super Smash Bros. 4
2-17 (explosion)Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate
*Super Smash Bros. BrawlSuper Smash Bros. 4 Only Wario's head is intangible during the grab
*Super Smash Bros. Brawl Lasts until Wario either closes his mouth or after he eats something
Wii Fit Trainer Up tilt Arm 3-12Super Smash Bros. Ultimate *Applies to the attacking arm
Up smash Entire body 12-15Super Smash Bros. 4
9-12Super Smash Bros. Ultimate
Wolf Reflector Entire body 1-9Super Smash Bros. Brawl
5-8Super Smash Bros. Ultimate
Yoshi Shield Head, arms, and feet 1-6 (activation); 1-5 (deactivation)Super Smash Bros. Ultimate *When activating shield, grants intangibility on his head, arms, and legs
*When deactivating shield, grants intangibility on his head and arms
Neutral attack Foot 3-5 (hit 1), 3-4 (hit 2)Super Smash Bros. Brawl *Applies to the attacking foot
Up tilt Head 7-10 Super Smash Bros.
Dash attack 1-11 Super Smash Bros.
5-13 Super Smash Bros. MeleeSuper Smash Bros. Brawl
*Super Smash Bros. MeleeNose is exposed
Forward smash 6-24 Super Smash Bros.
12-16 Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. Ultimate
12-14 Super Smash Bros. 4
*Super Smash Bros. MeleeNose is exposed
Up smash Head Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. Brawl
Foot Super Smash Bros. 4Super Smash Bros. Ultimate
6-15 Super Smash Bros.
11-15 Super Smash Bros. Melee
11-16 Super Smash Bros. Brawl
11-13Super Smash Bros. 4Super Smash Bros. Ultimate
*Super Smash Bros. 4Super Smash Bros. UltimateApplies to the attacking foot
Egg Lay Entire body 27-49 Super Smash Bros. Brawl
31-53 Super Smash Bros. 4
29-51 Super Smash Bros. Ultimate
*When swallowing the opponent
*Opponent gains intangibility for 12 Super Smash Bros./14 Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4/7 Super Smash Bros. Ultimate frames when escaping the egg
Young Link Shield Head 1Super Smash Bros. Ultimate *Activation
Zelda Down smash Leg 4-16Super Smash Bros. Melee
4-13Super Smash Bros. Brawl
*Applies to the attacking leg
Nayru's Love Entire body 4-11Super Smash Bros. Melee
5-12Super Smash Bros. Brawl
5-15Super Smash Bros. 4
4-13Super Smash Bros. Ultimate
Farore's Wind 33-53Super Smash Bros. Melee
34-53Super Smash Bros. Brawl
21-39Super Smash Bros. 4
17-34Super Smash Bros. Ultimate
Transform 34-43Super Smash Bros. Melee
41-160Super Smash Bros. Brawl
*Super Smash Bros. BrawlThe maximum amount of frames it takes for the game to load
Zero Suit Samus Flip Jump Entire body; most body parts excluding the chest Super Smash Bros. BrawlSuper Smash Bros. 4 1-43Super Smash Bros. Brawl
3-49Super Smash Bros. 4
3-12Super Smash Bros. Ultimate
*Applies same frames of intangibility when jumping off of a wall
*Super Smash Bros. BrawlSuper Smash Bros. 4Chest becomes vulnerable starting on frame 13
By Items
Daybreak 2-50 (assembly), 1-197 (firing)Super Smash Bros. 4Super Smash Bros. Ultimate
Dragoon 2~Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate *Begins as soon as the last part is collected.
*Ends after the attack
Lightning Bolt 1-24 (size change)Super Smash Bros. Ultimate *When reverting back to normal size, applies intangibility on frames 1-20
Poison Mushroom 1-20Super Smash Bros. Ultimate *Applies the same amount of intangibility frames when reverting back to normal size
Super Launch Star 1-15Super Smash Bros. Ultimate
Super Mushroom 1-20Super Smash Bros. Ultimate *Applies the same amount of intangibility frames when reverting back to normal size
By Pokémon
Ditto VariesSuper Smash Bros. Ultimate *When performing any move or action that grants intangibility
By Stage Element
Great Cave Offensive (Cannon) 1-71Super Smash Bros. Ultimate *When being shot out
Spring Stadium (Trampolines) 4-9Super Smash Bros. Ultimate *When jumping
*Not triggered by short hopping

Trivia[edit]

  • In Ultimate, if one turns on the "Intangibility display" in Training Mode, intangibility will be displayed on Bowser while he is in his helpless state, and it will appear as though he is fully intangible. This is because during his helpless animation, only his shell and torso are tangible, in order to prevent unexpected interactions.
  • If the Shadow Assist Trophy freezes a character while intangible, the character will remain intangible until being unfrozen. This offers some niche competitive strategies where an affected character can achieve intangibility before being frozen and get several seconds where they are unable to receive damage.